/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Collections;
namespace Oculus.Interaction.Body.Input
{
///
/// Represents the different joint sets and parent/child relationships found in different skeletons.
///
///
/// An ISkeletonMapping encapsulates and characterizes the relationships among the of a skeleton; in essense,
/// it describes the hierarchy within the skeleton.
///
public interface ISkeletonMapping
{
///
/// The set of s supported by this skeleton.
///
IEnumerableHashSet Joints { get; }
///
/// Get the parent joint for a given body joint.
///
/// The to fetch the parent for
/// The parent joint of the requested
/// True if parent could be retrieved (i.e., if has a parent joint), false otherwise
bool TryGetParentJointId(BodyJointId jointId, out BodyJointId parent);
}
}